From d4e0e98c001c3501ac17849ab78e7ac5a59a5c26 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 11 Dec 2012 13:54:26 -0800 Subject: BulletSim: protect character property setting to remove crash from taints setting properties after the destroy character taint. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 60 ++++++++++++++-------- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 3 +- 2 files changed, 42 insertions(+), 21 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 88460cc..83c78f6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -196,8 +196,11 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() { - BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); - UpdatePhysicalMassProperties(RawMass); + if (PhysShape.HasPhysicalShape) + { + BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); + UpdatePhysicalMassProperties(RawMass); + } }); } @@ -238,7 +241,8 @@ public sealed class BSCharacter : BSPhysObject // Zero some other properties directly into the physics engine PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() { - BulletSimAPI.ClearAllForces2(PhysBody.ptr); + if (PhysBody.HasPhysicalBody) + BulletSimAPI.ClearAllForces2(PhysBody.ptr); }); } public override void ZeroAngularMotion(bool inTaintTime) @@ -247,10 +251,13 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() { - BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); - BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); - // The next also get rid of applied linear force but the linear velocity is untouched. - BulletSimAPI.ClearForces2(PhysBody.ptr); + if (PhysBody.HasPhysicalBody) + { + BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); + BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); + // The next also get rid of applied linear force but the linear velocity is untouched. + BulletSimAPI.ClearForces2(PhysBody.ptr); + } }); } @@ -275,7 +282,8 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() { DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); + if (PhysBody.HasPhysicalBody) + BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); }); } } @@ -334,7 +342,8 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() { DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); - BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); + if (PhysBody.HasPhysicalBody) + BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); }); ret = true; } @@ -361,7 +370,8 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() { DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); - BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); + if (PhysBody.HasPhysicalBody) + BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); }); } } @@ -400,7 +410,8 @@ public sealed class BSCharacter : BSPhysObject if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) { _currentFriction = PhysicsScene.Params.avatarStandingFriction; - BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); + if (PhysBody.HasPhysicalBody) + BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); } } else @@ -408,7 +419,8 @@ public sealed class BSCharacter : BSPhysObject if (_currentFriction != PhysicsScene.Params.avatarFriction) { _currentFriction = PhysicsScene.Params.avatarFriction; - BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); + if (PhysBody.HasPhysicalBody) + BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); } } _velocity = value; @@ -445,8 +457,11 @@ public sealed class BSCharacter : BSPhysObject // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() { - // _position = BulletSimAPI.GetPosition2(BSBody.ptr); - BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); + if (PhysBody.HasPhysicalBody) + { + // _position = BulletSimAPI.GetPosition2(BSBody.ptr); + BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); + } }); } } @@ -519,10 +534,13 @@ public sealed class BSCharacter : BSPhysObject _floatOnWater = value; PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() { - if (_floatOnWater) - CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); - else - CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); + if (PhysBody.HasPhysicalBody) + { + if (_floatOnWater) + CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); + else + CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); + } }); } } @@ -555,7 +573,8 @@ public sealed class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); // Buoyancy is faked by changing the gravity applied to the object float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); - BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); + if (PhysBody.HasPhysicalBody) + BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); } } @@ -601,7 +620,8 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() { DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); - BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); + if (PhysBody.HasPhysicalBody) + BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); }); } else diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 1280c25..446e44c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -191,7 +191,8 @@ public sealed class BSPrim : BSPhysObject } } public override bool Selected { - set { + set + { if (value != _isSelected) { _isSelected = value; 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